Forgive me if this has been discussed before ... but seeing as here recently I've seen a number of posts regarding RP vs HnS vs Realism vs .... I thought it would be a good time to bring it up. Perhaps with enough discussion, we can give the Dev Team something solid to chew on instead of endless bickering.

What's your definition of RP?
I imagine for different people it means different things. Hence the reason we see so many circular
arguments discussions about what PS should or shouldn't be. We all bring different gaming experiences to the table, so we all end up have at least some differences as to what it means to us.
My RPG background is 15 years of tabletop D&D with a few RPG video games thrown in here and there. So if you asked me to define RP, in simple terms, it would look something like this:
"An individual or a group working towards a specific goal(s). Developing a unique character within the framework of the setting you're in."I would hazard a guess that in a general sort of way, anyone who's got significant tabletop experience would have a similar definition. Nature of a tabletop game is that you pretty much can't have a gaming session without a goal (quest) to be accomplished. For my gaming group, we've had years (in real time) long campaigns, that had quests within quests (we could probably write several books just based off our players notes). If you didn't have goals/quests, you'd merely be a group of people sitting around a table chatting. During that quest, you usually have obstacles to overcome, be it a monster/bad guy or a puzzle. The most successful game sessions I've seen usually involve a combination. If it leans too heavily one way or the other, you tend to lose player's interest (although I know a lot of people really do like pure HnS).
Obviously, with an electronic medium, you have more options. The way you develop a character is a prime example of that. In a tabletop game you'd be bored out of your skull in no time if you actually tried to RP significantly learning a skill, and based a gaming session around that. That's not to say that some skills can't or shouldn't be RP'd in table top, just as a general rule of thumb you're not going to devote your gaming time to just that. Not to mention, that in a group setting, it's rather unfeasible. However, in electronic RP, character development becomes more interactive. So it's more interesting to do. I'm sure if I thought about it long enough, I could come up with a decent list of the differences between tabletop and electronic gaming.
But for me, it still all has the same base. It's all encompassing. You have to have quests, fights, PC/NPC interaction, character development. Those are the basic elements of RP. If you take out or change the balance of any one of those, you've skewed the game. After awhile it will either lose your interest, frustrate you into giving up, or become like every other game out there (because most of the electronic games are skewed one way or another).
So ... what's your definition?